v0.4.9d — three playtest bugs: a train that looked gone, an unload that ignored the pick, a hang that wasn't one
Patched directly onto 0.4.9a rather than the in-progress 0.5.0 line. A switching train vanished from the board the moment it left the Office. `selectedTrain` in `officeSvg` (board-svg.ts), which gates whether a card draws a train's crew badge, was only ever assigned inside the `cell.adTracks !== null` branch — true for the Office card alone. A train standing anywhere else, which is everywhere it stands while actually being switched, drew no badge at all. Game state was never affected; confirmed against the reported save with the engine directly. Fix hoists the assignment out of the guard so it runs for any card with a train on it. Unloading always took the westmost car, whichever one was picked. `laborer.beginUnload` carried the player's chosen `carIndex`, and `check()` validated that specific car, but the `unloadBegan` event it produced carried only the car's type — the reducer that performs the swap re-derived the target with `industryTrack.cars.findIndex(c => c.loaded)`, which always answers the first loaded car in track order regardless of what was requested. Fix adds `carIndex` to the event and uses it directly. A legal decision could render with zero buttons, which looked exactly like a hang. The "where does this Extra start" decision is titled by `trainCardTitle`, beginning "Making up Extra X22…" — the same prefix `renderActions()` stripped from the action list on the assumption it only ever belonged to the separate yard-chip car-placement panel. With no tray yet being filled, that panel is null, so nothing rendered the Extra's decision either: a legal, correctly-computed option with no button anywhere on the page. Replaying the reported save found no engine deadlock at any step — the engine always had a move. Fix matches the exact title of the one group the yard-chip panel covers instead of a title-prefix regex. New tests for all three: a train parked on an ordinary facility card must draw its crew badge; three differently-typed loaded cars, unloading index 2, must leave indices 0 and 1 alone; the existing softlock regression test now mirrors the real render filter instead of only the raw menu, plus a deterministic test for the exact reported scenario. 590 tests, 0 failures.
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@@ -832,9 +832,19 @@ function renderActions(
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* Everything about a card in hand now lives on the card, and everything about making up a train
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* lives on the yard chip. What remains is the rest of the turn: the Local Operations choice,
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* drawing, switching moves, the Freight Agent, and finishing.
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*
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* EXCLUDE BY TITLE, NOT BY PREFIX. This used to be `!/^Making up /.test(g.title)`, on the
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* assumption only the yard-chip panel's own group is ever titled that way. It is not: "choose
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* where Extra X22 starts" is titled by `trainCardTitle`, which also begins "Making up Extra
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* X22…", so the regex swallowed it too — and with no tray yet being filled, `menu.makeUp` is
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* null, so nothing rendered it anywhere else. REPORTED as the game hanging with the Freight
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* House mid-cycle: an Extra came due, the action panel had a legal decision and zero buttons,
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* and nothing short of restarting looked like it would ever move again. Matching the exact
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* title of the ONE group `menu.makeUp` actually covers leaves every other "Making up …" group,
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* however it is titled, on screen where a player can act on it.
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*/
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html += menu.direct
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.filter((g) => !/^(Play|Discard) a card from my hand$/.test(g.title) && !/^Making up /.test(g.title))
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.filter((g) => !/^(Play|Discard) a card from my hand$/.test(g.title) && g.title !== menu.makeUp?.title)
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.map(
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(g) =>
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`<div class="grp"><h3>${esc(g.title)}</h3>` +
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